}
}
- if ($$.flags.i && !state->has_geometry_shader()) {
+ if ($$.flags.i && !state->has_geometry_shader() &&
+ !state->has_tessellation_shader()) {
_mesa_glsl_error(& @1, state, "#version 150 layout "
"qualifier `%s' used", $1);
}
/* Layout qualifiers for tessellation evaluation shaders. */
if (!$$.flags.i) {
- struct {
+ static const struct {
const char *s;
GLenum e;
} map[] = {
}
}
if (!$$.flags.i) {
- struct {
+ static const struct {
const char *s;
GLenum e;
} map[] = {
}
}
+ if (!$$.flags.i) {
+ static const struct {
+ const char *s;
+ uint32_t mask;
+ } map[] = {
+ { "blend_support_multiply", BLEND_MULTIPLY },
+ { "blend_support_screen", BLEND_SCREEN },
+ { "blend_support_overlay", BLEND_OVERLAY },
+ { "blend_support_darken", BLEND_DARKEN },
+ { "blend_support_lighten", BLEND_LIGHTEN },
+ { "blend_support_colordodge", BLEND_COLORDODGE },
+ { "blend_support_colorburn", BLEND_COLORBURN },
+ { "blend_support_hardlight", BLEND_HARDLIGHT },
+ { "blend_support_softlight", BLEND_SOFTLIGHT },
+ { "blend_support_difference", BLEND_DIFFERENCE },
+ { "blend_support_exclusion", BLEND_EXCLUSION },
+ { "blend_support_hsl_hue", BLEND_HSL_HUE },
+ { "blend_support_hsl_saturation", BLEND_HSL_SATURATION },
+ { "blend_support_hsl_color", BLEND_HSL_COLOR },
+ { "blend_support_hsl_luminosity", BLEND_HSL_LUMINOSITY },
+ { "blend_support_all_equations", BLEND_ALL },
+ };
+ for (unsigned i = 0; i < ARRAY_SIZE(map); i++) {
+ if (match_layout_qualifier($1, map[i].s, state) == 0) {
+ $$.flags.q.blend_support = 1;
+ state->fs_blend_support |= map[i].mask;
+ break;
+ }
+ }
+
+ if ($$.flags.i &&
+ !state->KHR_blend_equation_advanced_enable &&
+ !state->is_version(0, 320)) {
+ _mesa_glsl_error(& @1, state,
+ "advanced blending layout qualifiers require "
+ "ESSL 3.20 or KHR_blend_equation_advanced");
+ }
+
+ if ($$.flags.i && state->stage != MESA_SHADER_FRAGMENT) {
+ _mesa_glsl_error(& @1, state,
+ "advanced blending layout qualifiers only "
+ "valid in fragment shaders");
+ }
+ }
+
if (!$$.flags.i) {
_mesa_glsl_error(& @1, state, "unrecognized layout identifier "
"`%s'", $1);
* variables. As only outputs can be declared as invariant, an invariant
* output from one shader stage will still match an input of a subsequent
* stage without the input being declared as invariant."
+ *
+ * On the desktop side, this text first appears in GLSL 4.30.
*/
- if (state->es_shader && state->language_version >= 300 && $$.flags.q.in)
+ if (state->is_version(430, 300) && $$.flags.q.in)
_mesa_glsl_error(&@1, state, "invariant qualifiers cannot be used with shader inputs");
}
| interpolation_qualifier type_qualifier
$$.xfb_buffer = state->out_qualifier->xfb_buffer;
}
}
+ | INOUT_TOK
+ {
+ memset(& $$, 0, sizeof($$));
+ $$.flags.q.in = 1;
+ $$.flags.q.out = 1;
+
+ if (!state->has_framebuffer_fetch() ||
+ !state->is_version(130, 300) ||
+ state->stage != MESA_SHADER_FRAGMENT)
+ _mesa_glsl_error(&@1, state, "A single interface variable cannot be "
+ "declared as both input and output");
+ }
| UNIFORM
{
memset(& $$, 0, sizeof($$));